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Everything posted by TheCongoSpider
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Brief video of the encounter. They switched to Helios when I started recording.
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It doesn't matter how often I play on the alt accounts. It will get you the same result because the problem is that the progression towards Legend and a comfortable battle experience at endgame is next to impossible with how your crystal earnings have been reduced and how expensive upkeep is when MM starts pitting you against Legend players early. Players that have likely benefitted from the previous economy of Shard Containers, when containers weren't giving you fewer crystals than before, 84% of the time. Upkeep is expensive. What is wrong is that the barrier for entry for non-Brutus drones is far too high. Why am I paying an entire 1,000,000 crystals and at least 6 months of waiting to upgrade my Sprinter drone which has almost the same limitations as a Brutus drone AND is technically hardlocked to 5 out of 7 modes, but is practically hardlocked to 3 out of those 5. Why am I paying 1,000,000 crystals for a Blaster drone with crappy splash damage distribution and can be countered by Jammer and Freezing. It may produce some proper results in comparison to Brutus in some battles, but GETTING THERE is far more expensive than it is worth. They hailed that drone and supply rework last year as an opportunity to find a drone that works for you. Nothing has changed since then. It's still the same damn drones dominating in every battle with lower tier drones taking the same fortune to upgrade, except now, funnily enough, you get fewer crystals to spend on them. The only drones that I'd say were worth their upgrade costs after the rework were Assault and Supplier, but they killed most of what made Supplier worth its obscene cost 2 weeks after. I payed 1.5 million crystals to compete with meta players and have a more comfortable time overall, and then it got reduced to a Brutus drone offensively 2 weeks later. Does no one see a problem with this?!? Am I overblowing this? Please tell me. I've already been burned once (5 times to be pedantic) with the culling of the Driver drone. I've been burned again with the removal of solo benefits from Supplier. With how many things going on in the game and how hard it is to comfortably progress, why can't they make non-meta drones more accessible? There is the problem. You have the OPTION to do this. The players I am referring to do not have this option. They are hardlocked to one because of how arduous progression is in the current game economy. I'm sure the players going towards legends have infinite crystals to spend on hulls, turrets, protection modules, augments AND a 1,000,000 drone of their choice, maybe even 2 or 3 of those drones.
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Vulcan is still on the stronger end of the hierarchy of turrets. What makes you feel this way?
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Far from it. Three of the accounts below use a good enough drone to (as fairly as possiblr) compete with the meta players. The rest are stuck with Brutus-esque drones. I listed the reasons. Container rewards have been nuked. Crystal income has been slashed. Turrets and augments are being buffed every month and making it miserable if you don't have a protection module against them. If you don't want to be hardlocked to one turret and hull forever, you need some variety for different situations in MM. Cheap augments are having their prices increased. Drone upgrade prices are simply stupid. Half or more of the drones are not worth the fortune you have to pay to upgrade them for proper use in comparison to others in endgame battles. The ones that are cheaper at 500k are still too expensive for what they give you during progression towards Legend AND after. It is asanine that 6 months after the drone reworks and 3 months after the reduction of container rewards, they STILL HAVE NOT SORTED OUT DRONE PRICES BEING AS WACK AS THEY ARE.
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I'm looking forward to this. I hate Wolfenstein and there will obviously be some imbalanced turrets but augments, drones and modules being off will make it far less cancerous.
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Another DM event ruined by unbalanced equipment. Unbalanced turrets. Unbalanced augments. Unbalanced drones. Unbalanced hull. What fun is it to spawn, be bursted down by a Booster Tesla in 0.9 seconds, respawn, only to get bursted down by s Booster Plasma Torch? There is so little fun I can have on multiple of my accounts because they use Brutus or a Brutus-esque drone, because that is all I can afford or hope to afford in the foreseeable future with how crappy containers have become, how expensive it is to keep up when you rank quickly to Legend, and how cancerous some of the equipment make every battle flow. Guess what equipment the top player was using here. If you guessed Tesla Paladin with a meta drone, congratulations you're correct. Now for a harder question. Guess what the player in 2nd was using. Did you Guess Tesla Paladin with a meta drone TWICE?!?! Buy a lottery ticket now! Every single DM battle looks like this pile of drippy excrement when you have these paramaters enabled and it CANNOT be fun unless you have something broken, or if the map is big like Deathtrack in a previous DM event. Why would you even allow this?!
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The new damage is 990 x 1.2. Which still is not high. That's slightly lower than Stock Railgun's average damage before the critical hit update
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It is far from that. ? The is the only problem with Hyperspace. The penetration % was set too high. Everything else is fine. The base damage is far from being overtuned, unless you'd call Stock Railgun before 2021 overpowered?
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With something new like this, we can't know for sure unless it's live in the game. Being immune to status effects is quite a big deal, especially with Supercharge existing. Your proposal does not sound bad, if that's how I came across earlier.
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Exotic. As for your suggestion, I can't imagine how giving status immunity that often would affect the game balance.
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Very unlikely that they add that to an Isida augment for crystals. Will definitely be in Ultra Containers or in some event.
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patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Crisis allows some of them to break barriers. In a few cases, just enough to break it. A big one being Scout will start one-shotting unprotected light hulls with the normal damage. We're you not wondering why they used such weird numbers? -18% normal damage on Scout. -34% critical damage on Scout. The 5% and 35% changes on LCR. 33% reduction of critical damage for status Railguns instead of 34 or 30%. 1,510 damage to complement the missing 10 from the 990 normal damage, which is happening more often. It's all there. They've been very meticulous with Railgun's numbers since the Booster rework. You can also see it in the damage coefficients I posted earlier. Very precise and unnatural numbers. -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Previously, it was tailored towards Booster making it have a significant increase in performance. But with these very meticulous changes in numbers, it appears that it is being tailored to do well with Crisis in particular. -
All Railguns have a 1.5 second shot warm up time now. Scout reduces that to 1.2 seconds. LCR always had a large relaod penalty for a while.
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patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Updated damage coefficients are below. As you can see, similar to the previous Round Destabilisation, many of them have different coefficients on the normal and critical damage. Stock: Normal damage - x2.5 Critical damage - x2.5 Round Stabilisation: Normal damage - x2.09 Critical damage - x3.13 Reinforced Aiming Transmission: Normal damage - x2.5 Critical damage - x2.5 Large Calibre Rounds: Normal damage - x2.35 Critical damage - x1.92 Stun, AP, Cryo, Incendiary, EMP Railgun: Normal damage - x2.5 Critical damage - x3.74 Death Herald Compulsator: Normal damage - x2.5 Critical damage - x2.5 Electromagnetic Accelerator Scout: Normal damage - x3.05 Critical damage - x3.8 Round Destabilisation: Normal damage - x5 Critical damage - x2.5 -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Did you properly read the changes? -
Well now we know why Paladin looks like a chicken Paladin hasn't been nerfed further
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Hyperion is a passive drone. It is not affected by the Jammer status. Paladin's Overdrive takes the longest to charge. Not being able to use it for 9 seconds is worth the increase in survivability from AP/EMP Immunity.
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Why Jammer Immunity?
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patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Hyperspace's damage potential for a monster BUFF. The only negative change it has is the 1.5 second shot delay and no impact force. If a Hyperspace Railgun is behind 2 teammates, any non-Juggernaut tank on the map is getting killed if hit. -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
As I say again, that was an ENITRE year ago. Have you not seen the number of balance changes that have occured since then? They all had it and was taken away for one augment. All Striker augments haf critical damage and it was taken away from Uranium. All Freeze augments had critical damage and it was taken away from Shock Freeze. Which goes down to this... ...Why do you insist so FERVENTLY that Sledgehammer be the centre of attention for this turret. You make it sound like Sledgehammer is the life and soul of Thunder. You see Thunder as a splash damage turret but refuse to use the other Thunder augments that give splash damage AND critical hits. What is it about Sledgehammer Rounds that is so hypnotic that it is the only Thunder augment that is allowed to exist in players' minds? -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
It is a net buff in regular damage compared to before. Previous damage was 840. The new damage bonus is applied to the NEW Stock damage, which is 990 damage. That 5% bonus allows it to cross 1,000 base damage, which allows it to one-shot unprotected light hulls. -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Prior to the critical hit update. An update that happened an entire year ago. They significantly reduced the normal splash damage of Thunder, and then removed the critical hits of Sledgehammer. What makes you think Sledgehammer will make a grand comeback with critical damage when the majority of your damage will be the same as now? Turrets have multiple augments. There are other augments that exist in the game, you know. Small Calibre Charging Machine exists. Adrenaline exists. Thinking Sledgehammer is the only viable Thunder augment even after all this time had passed is being narrow-minded. -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Probably to make it more of a damage augment rather than generally utility. There is no damage reduction happening. This is a damage buff. -
patch notes Patch Update #683 - Released 8th April 2022
TheCongoSpider replied to Marcus in News Archive
Might be underpowered because you're using a generally terrible augment. Try Subcalibre Rounds if you have it.
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